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    <meta http-equiv="content-type" content="text/html; charset=UTF-8"><title>DrawingBuffer</title></head>
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<font face="Verdana, sans-serif" size="2"><p align="center"><b><font size="4">DrawingBuffer()</font></b></p>
<p><b>语法</b></p><blockquote>

MemoryAddress = <font color="#3A3966"><b>DrawingBuffer</b></font>()    </blockquote>

</blockquote>
<b>概要</b><br><blockquote>

返回用于直接操作绘图缓存的MemoryAddress。 

</blockquote><p><b>参数</b></p><blockquote>
无.


</blockquote><p><b>返回值</b></p><blockquote>

如果能直接访问像素数据则返回地址，否则返回零。 

</blockquote><p><b>备注</b></p><blockquote>

如果此库的其他绘图命令之前使用了像素操作，那么此函数可以再次调用。<br><br>此函数仅限高级程序员使用。To get more information about the buffer, the following functions are available: <a href="drawingbufferpixelformat.html">DrawingBufferPixelFormat()</a> and <a href="drawingbufferpitch.html">DrawingBufferPitch()</a>. <br><br>The returned address can be directly in video memory if the output is <a href="../screen/screenoutput.html">ScreenOutput()</a> or <a href="../sprite/spriteoutput.html">SpriteOutput()</a> and allows very fast pixel manipulation. <a href="../image/imageoutput.html">ImageOutput()</a>与此命令允许直接访问目标图像的像素。 

</blockquote><p><b>示例</b></p><blockquote>


例如如何绘图缓冲区可用于创建一个很好的视觉效果的情况下，看看这里： 
</blockquote><p><b>示例</b></p><blockquote>
<a href="../Examples/DirectScreenDrawing.pb.html">DirectScreenDrawing.pb</a>

</blockquote><p><b>参阅</b></p><blockquote>

<a href="drawingbufferpixelformat.html">DrawingBufferPixelFormat()</a>, <a href="drawingbufferpitch.html">DrawingBufferPitch()</a> 

</Blockquote><p><b>已支持操作系统 </b><Blockquote>所有</Blockquote></p><center>&lt;- <a href=drawtext.html>DrawText()</a> - <a href="index.html">2DDrawing 目录</a> - <a href="drawingbufferpitch.html">DrawingBufferPitch()</a> -&gt;<br><br>

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